General Umbriss <Servant of Deathwing>

General Umbriss is the first boss in Grim Batol. He is a black-based twilight dragonkin, one of the lead commanders of the Twilight Hammer's forces, able to call entire armies to do his bidding... and defending the Hammer's unholy grounds.

Guides

Related

Tooltips and dungeon journal reflect ability values for one encounter version. Please refer to "Effect" section on spell pages to see values for all raid sizes and difficulties.

Bleeding Wound
– General Umbriss savagely attacks his current target, inflicting his normal melee damage and an additional 860 to 1000 Physical damage every 2 seconds for 10 sec. Healing the afflicted target to above 90% of their maximum health also removes the effect.

Blitz
– General Umbriss sets his eye on the location of a random player, then charges to that location. When Umbriss reaches the location, he inflicts 6045 to 6355 Physical damage and knocks up and away any player within 6 yards.

Ground Siege
– General Umbriss faces the location of a nearby random player, and then unleashes a massive ground tremor towards that location. The tremor inflicts 4533 to 4767 Physical damage and stuns any player within a 20 yard long and 60 degree wide cone for 4 sec.

Frenzy
– When General Umbriss reaches 30% of his remaining health he enters a frenzy, increasing his attack speed by 50% and damage by 50% until the encounter ends.

Summon Skardyn
– General Umbriss periodically calls for the Troggs from the ruins behind him to join the fight. One Malignant Trogg and three Trogg Dwellers leap down and join the fight.

Modgud's Malice
– When a Malignant Trogg dies, it casts Modgud's Malady on all players within 8 yards.

In Heroic Difficulty a dying Malignant Trogg will also cast Modgud's Malice on General Umbriss and Skarydn Dwellers within 8 yards. Modgud's Malice increase General Umbriss' damage by 100% for 20 sec. and transforms Skardyn Dwellers into Malignant Troggs.

Modgud's Malady
– Modgud's Malady inflicts 1755 to 1845 Shadow damage every 2 seconds and reduces the movement speed of the affected player by 50% for 10 sec.

In Heroic Difficulty Modgud's Malady stacks up to 10 times.

Claw Puncture
– A Malignant Trogg sinks its claws into its current target, inflicting 72 to 77 Physical damage every 3 seconds for 6 sec. This effect stacks up to 10 times.

Comments

Comment by Balthus93

Comment by Elennoko

General Umbriss is the first boss in the lvl 85 dungeon Grim Batol. He has a number of abilities you should be careful of.

Regular: He has a simple bleed effect that deals really high damage to the tank, as well he summons troggs, either at health percentages or over time. In addition, he will use an ability called "Blitz". What it does, is he will charge at the player, deal HIGH physical damage(Think around 30 - 40k), and then knock them into the air for a large amount of falling damage, you can avoid it if you side step away as the warning pops up("General Umbriss targets X for blitz!"). He will enrage at 30%, dealing significantly increased physical damage, but at that time he will no longer summon adds.

Heroic: The fight remains nearly the same, except for 2 changes; he has a shockwave, which deals around 54k damage and stuns who ever it hits for 4 seconds. He will face a random party member, and then cast it after about 2 seconds, so that gives you enough time to move out of the way. The second change, is a new type of trogg spawns with the regular ones, it's caleld the "Malignant Trogg". It glows purple, and when killed, explodes for 22k shadow damage, and places a debuff on all hit that deals 9k shadow damage a second. If it explodes near Umbriss, he will frenzy, dealing increased damage, and could likely wipe you if you're healing isn't ready for it, so kite the mob away from the boss and then kill it.

Comment by Syncness

Tried the above strat, wiped 4 times, here's how we did it, very easy.

Tank the boss like above, back towards the lava, near the edge.

Have DPS/Healer near the tank, but remember to avoid Ground Spikes.

When the adds come, CC the Malignant one, or kill it, and have the tank handle everything else.

Everyone else just DPS the boss.

The boss will not spawn more adds when current ones are up.

Forgot to mention Blitz etc, standard and obvious raid mechanics, move out of the direction he faces.

Comment by Sinizine

We had our tank grab him and drag him near the far right wall (as you enter the area). The Malignant Trogg will always spawn from the far left area, so the other troggs could be safely tanked. Had 1 ranged DPS (me) grab aggro on the malignant and kill it. It's key the person killing the Malignant trogg does not have aggro on any other, as when they die they spread the disease to other troggs as well as players in range.

Note that he will stop spawning more troggs when he frenzies, so DPS can feel free to not worry about extras.

Comment by Draol

Good news! He's skinnable!

Bad news! It requires 530 skinning!

Dammit, Blizzard.

Comment by Letters

The boss gains a soft enrage at about 600k HP

Our Tactic:

Tank tanks the Boss at the rear right corner of ( as seen when walking towards him ) and takes the 2 trogg adds by aoe tanking.Range DD focuses the Malignant Trogg.Melees focus the mini adds, Healer stands at the Entrance of the Boss Ground.

If you are the healer make sure you're prepared for the bleeding effect, it will rip the tank low, additionally the adds add damage if they dont die fast enough. Spare your cooldowns for the soft enrage, especially for the bleeding effect. Try to fire your mana gains before it.

Next boss after this 1 made us cry.

Comment by StartsWithS

Alright I just attempted this in a half decent pug and ran into problems with the Malignant Trogg. We had an arcane mage and elemental shaman (me) near the back picking the him up when he spawned but the other troggs still transformed and that led to a wipe. It only happened about twice which is odd since we did the same thing every fight and got him down to 3% on the third try.

Anyone know why the debuff spread when they weren't near each other?

Comment by Gontier

The best thing todo is to be spread out, if you have melees, form a triangle around the boss so not all of them have to avoid the Blitz and Ground Siege, that way you decrease the odds of losing a player.

Comment by Varjovarvas

HEROIC:

Okay, lots of groups are having problems with this very simple boss. Lots of groups also argue with me and my friends when we try to explain this tactic:

The Trogg is the key. No more Malignant Troggs will spawn if the first one is alive. However what has not been said is: If the Malignant Trogg dies, not only it makes boss Frenzy (if it's near it). It also turns other nearby normal Troggs into Malignant Troggs!

- Tank boss at right side of the area. Tank will tank boss and all small troggs, do not kill them- Have 1 person (sheep, sap, hex, root) CC the Malignant Trogg ASAP! Remember you can target it before before boss calls for it. Mage is best for this, have him/her stand at left side of the room when you pull boss.- Ranged spread out on the edge of the area.- Avoid Blitz and the Ground ability

Just keep Malignant Trogg perma-CC'd during the fight and this fight is really easy.If boss has even 1 stack of Frenzy when he Enrages this fight can turn out unhealable at 30%.

Comment by Mazra

This fight is so much fun when you're in a group with no CC.

Or not.

Comment by alpanhell

kind of stupid everyone downrated his post due to his boomkin comment as the rest of his post was right on and nowhere else to be found. Yes it was an offensive comment, but everything else was helpful.

Way to shoot yourself in the foot and deny everyone else good advice.

Here's his post minus the boomkin comment.

Really curious why everyone is giving bad advice on this post about the troggs.

You guys are spot on about Malignant troggs, you keep it cc'd and never deal damage to it, but the other troggs? NO they are not meant to be tanked. In fact in most encounters where there are small adds like this they are not meant to be tanked they should be kited and dps'd down NO EXCEPTIONS unless your tank greatly overgears the content and is not in any danger of dying due to something like this.

No one outside of the few people in guilds that are already on heroic raids are at that point yet.

So get it through your head. If you're a ranged dps class, kite the adds, don't ever tell your tank he's failing by not picking them up. Keep your trap shut and do what your tank tells you. The tanks priority is taking damage for the group and helping to keep everyone alive. He can't do that well when his own survivability is in danger. There is never an excuse not to keep the malignant trogg cc'd AND kite all of the rest of the adds and kill them if you have ranged dps in your group.

THE REASON YOU KITE THE ADDS IS BECAUSE THE BOSS HAS A BLEED HE USES ON THE TANK THAT WILL CONTINUE TO DEAL DAMAGE UNTIL THE TANK IS HEALED TO AT LEAT 90% HEALTH. IT'S PRETTY DIFFICULT TO DO THAT WITH THE BOSS AND ALL THE ADDS SMACKING YOUR TANK AROUND.

Soooo...Melee dps should stay on the boss period and never do anything else, with the exception that your healer has adds on them that no one else can pick up, due to them being out of range.

NOTE Umbriss can charge your tank if the tank gets range on him, so you don't ever want the tank moving out of melee range from the boss PERIOD, and the boss should be tanked as far away from where the adds spawn as possible, without your melee getting out of range from heals. You also do not want the tank moving to get adds because of ground siege. Tank keeps the boss away from you guys. Adds are not his responsibility. Your dps does not matter on any of these fights, staying alive does.

So here's what you do: ranged dps should spread between the stairs and the top right corner of the room. If you have a hunter, keep a frost trap over where the adds spawn, if you have a mage use circle of frost (if your mage is not spec'd frost tell him to go respec srsly), if you have a shaman in your group use tidal wave to push the adds back into the corner and lay an Earthbind totem down.

The healer should place himself at a safe distance to the ranged and stay in at least minimal range to heal everyone. There's plenty of other fights where the tank does most of everything including picking up adds, this ain't one of them. The adds have almost no health. There is no excuse for your ranged dps to not kill them.

Alternatively: if your tank is at least geared enough that he does not really need gear from heroics, you can have him tanking the adds, but you need to remember to dps those adds down. If you don't, you fail.

Comment by notdryad

If someone eats a charge on Heroic, the fall damage will likely kill them. This is a good opportunity for Priests to use Leap of Faith. They'll come back down on top of you without taking any fall damage and, honestly, it just looks so cool to pull someone from the air down on top of you.

Comment by Rodesha

The malingnant trogg is immune to mind control

Comment by omber

The strategy listed in the main WoWhead page must note that CCing/Offtanking/Kiting the Malingnant Trogg prevents more Malingnant Troggs from spawning. This will not prevent the three regular Trogg Dwellers from spawning. The boss will call for them to come whenever the previous group is killed.

My suggestion would be to leave any rogues on the Boss while all other DPS clears but one Dweller. Let the remaining beat on the tank - this should keep the adds to minimum.

If you want to get the achivement CC the Malingnant Trogg and bring the boss to less than 4% HP then kill the Trogg next to him and unleash on the boss. The healer must be ready and cooldowns should be blown here as the already significant damage from Frenzy will increase drastically. We found the Frenzy DPS without the debuff from the Trogg to be too high when combined with Bleeding Wound.

Comment by jasonfahy

The adds always seem to come in the same way: two normal troggs from the back right corner (Umbriss's left as you first see him), one normal and one malignant from the back left (Umbriss's right as you first see him).

If you tank in the back right corner and have any kind of AoE going, two of the adds will fall right into your lap and you just have to look right and taunt to gather up the third normal one. Then you just hope the malignant trogg gets handled properly...

Comment by Tenderbelly

And the dragon in the back said, "All vermin attack!" and it turned into a Batol blitz!BATOL BLITZ!BATOL BLITZ!

Comment by Squashmonster

All you female adventurers better watch out for Umbriss' Blitz lest you get hit with a DoT that lasts nine months!

Blitz: General Umbriss charges an enemy location, dealing physical damage and "knocking them up" if impacted!

You have been warned :-o

Comment by Terrassen

Umbridge.

Comment by Skitzomaniac

My guild was running this on Heroic today 1/17/12 and we trapped the Malig Trogg and more of them came so trapping them does not stop the flow of Malig Trogs any longer... Game Glitch maybe but we wiped several times due to this fact ... So as far as I can see CC/Kite/Trap The Malig Trogg does not work any longer.

Comment by oskiboy

to get 530 skinning lvl you need skinning lvl 525 and Enchant Gloves - Gatherer.you can get Enchant Gloves - Gatherer at AH or get mats and a guy who can make it.

Comment by Esploratore

Any way to solo this as dk, even at normal? I saw a hunter doing him on heroic, but due to the bleeding wounds it's very hard to keep hp up as dk even at normal, cause dks have good heals, but constant, powerful healing bring them from 10% to 100% can be used very rarely.

Will try again with 396 dps gear, but at around 390 (tried also at 390 in tank gear) I always died at his frenzy.